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(TFT) Chiv & Sorc, complexity & realism
- To: tft@brainiac.com
- Subject: (TFT) Chiv & Sorc, complexity & realism
- From: Peter von Kleinsmid <pvk@oz.net>
- Date: Thu, 31 Aug 2006 23:47:39 -0700
- In-reply-to: <E1GIhpZ-000DcR-97@pr-webmail-2.demon.net>
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At 09:23 AM 8/31/06 +0100, edhogg@equus.demon.co.uk wrote:
You buy the spells with experience (like TFT Talents I suppose) and your
casting ability is a skill based on your IQ.
Sounds more like GURPS skills than TFT Talents.
You can get it here www.britgamedesigns.co.uk/download/cnsfast.pdf
Wonderful, thanks! I took a peek but will study more later. I'm curious
though why a concerted defense seems to cause more fatigue than a concerted
attack - my intuition would be the opposite.
My point is that Complexity isn't always a good idea.
Right...
You want a simple idea that works and gives you some depth.
Depends...
RPGs in the early 80s saw "realism" as being inexgtricably linked to
complex rules. Space opera has two pages of rules on passing items from
one person to another.
Great example. Though, complex rules can be fascinating, too, in various
ways, and if the result is good, then it might be worth figuring out how to
simplify a complex rule, or including in a computer game, converting to a
table, etc.
in TFT terms if it matters then roll for it as a DX roll of the lowest
DXed person and mod a wee bit if circumstances demand. If it isn't an
integral plot point, then it just happens.
Ya and this works fine at first, but after players become expert (by about
1985 for me), this, and even some of the printed TFT rules, no longer seem
adequate even in many common cases. For example, the "tripping on corpses"
rule in TFT. The existence of the rule is great, because it makes for an
interesting evolving battlefield if there are enough figures in a close
enough space that it starts to matter. But 3 dice versus DX when entering a
hex with an unmoving body speed, not to fall down? That's a nice simple
solution the first few times it occurs, but upon experienced reflection, it
can be pretty severe and doesn't generally seem realistic. I can't remember
offhand if you roll for EACH body in the hex or not, but whether the rule
is a simple "just roll once for any number of bodies" or "roll once for
each body", neither is really a good satisfying rule if you're the type of
person who questions rules and likes things to be accurate and meaningful.
GURPS by the way also doesn't provide rules that satisfied us for this very
common (in our games) situation. So we anyway came up with a table for
effects of different body levels in each hex. It would've seemed a bit
overkill when first learning the game, but not after tactical combats
become second nature. The more I play, however, the more I tend to be able
to handle more and more complexity without really slowing down. Though for
me, much of the interest in and attraction of RPG's is in the details of
combat. Which is also why I stuck almost exclusively to TFT and GURPS -
non-tactical and unrealistic combat (as seen in practically every other
RPG) is just a complete letdown for me.
PvK
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